![Peter Hartmann](/assets/img/avatar_default.png)
* Add IOT dashboard example * Add images * more content * add pie chart * Add skin factories etc. * more work on the pie chart * Try to use quick shapes * Revert "Try to use quick shapes" This reverts commit df6b5b22a339173d2a70ed85744b598811c26b30. Doesn't work that easily unfortunately. * implement design * Add fonts; for now as a resource We should use fontconfig of course later * improve menu bar * implement top bar * use QNanoPainter for circular graphs * Revert "use QNanoPainter for circular graphs" This reverts commit ba0263cb1c19462cc41063ec7087c95e176c8293. Try with QQuickPaintedItem instead for now. * use painted items for circular bar graphs (for now) * use different colors * use some gradients all of this is very hackish still * add to top bar * fix fonts and time display * implement usage * implement indoor temperature * implement Humidity * implement My Devices * fix opacity issue with devices * make icons quadratic with some quick fixes as usual * Add diagram * try to smooth out curves * Add diagram caption * use tiny font * make caption smaller * add wekdays * add grid lines * fix my devices * add light intensity * add box around each section * rename Card to Box * Put indoor temperature inside a box * put Humidity in a box * put the rest in a box * some small stuff * add kirigami code * something works somehow * maybe we don't need our own class still some work to do, but the main thing works * add shadow from outside ... because the class is not a QskControl * fine-tune the layout * cross compilation: Make sure examples find libraries at link time * fix compilation for embedded target * add night time skin * add new button class to better style it * more hints for the night time skin * change hints for dimmer * change hints for progress bars * Use animator for light dimmer * use animator for progress bars * Add Kirigami code It was on oversight that this was forgotten earlier. We could of course strip this down a lot to the part that we are actually using (i.e. the shadowed rectangle). * fix build with new QSkinny version * fix paddings, something in the API changed * fix stretch factors * fix build with new version * clang tidy fixes * fix unused parameter warnings should clean this up properly * beautify example * use astyle * style menu bar properly * fix warning * more size hints * refactor skins * more skin hints * graphic label skin hints * menu item states instead of own API * main grid box styling * top bar styling * fix build * style round progress bars * style time * style indoor temperature and humidity * simplify temperature and humidity * style some more * style My Devices section * style My Devices some more * fix styles when switching between them * style diagram * style more elements inside diagram * more diagram style * fix skin changes * style light intensity * Fix Humidity * fix light intensity layout and other stuff * style light intensity * style button value label * style round button * style button boxes some more * style menu bar top label * style menu bar icons * remove ShadowBox, it is not used * style shadow boxes * remove QskShadowedRectangle We are not using it * style usage spacer * fine tune * Refactor diagram before replacing it * Add Diagram drawn with OpenGL * use new Diagram class * Support more than one data point in a diagram * change data points and colors a bit * position caption box * adapt the spline to show nice curves * remove boost::math dependency We just hardcode the values here so we can get rid of the dependency. * Remove kirigami code that we don't need We only need the shadow * move kirigami code * rename header guards * add license headers * rename some classes
210 lines
6.2 KiB
C++
210 lines
6.2 KiB
C++
/*
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* SPDX-FileCopyrightText: 2020 Arjen Hiemstra <ahiemstra@heimr.nl>
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*
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* SPDX-License-Identifier: LGPL-2.0-or-later
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*/
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#include "shadowedrectanglenode.h"
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#include "shadowedrectanglematerial.h"
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#include "shadowedborderrectanglematerial.h"
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QColor premultiply(const QColor &color)
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{
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return QColor::fromRgbF(
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color.redF() * color.alphaF(),
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color.greenF() * color.alphaF(),
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color.blueF() * color.alphaF(),
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color.alphaF()
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);
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}
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ShadowedRectangleNode::ShadowedRectangleNode()
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{
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m_geometry = new QSGGeometry{QSGGeometry::defaultAttributes_TexturedPoint2D(), 4};
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setGeometry(m_geometry);
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setFlags(QSGNode::OwnsGeometry | QSGNode::OwnsMaterial);
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}
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void ShadowedRectangleNode::setBorderEnabled(bool enabled)
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{
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// We can achieve more performant shaders by splitting the two into separate
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// shaders. This requires separating the materials as well. So when
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// borderWidth is increased to something where the border should be visible,
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// switch to the with-border material. Otherwise use the no-border version.
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if (enabled) {
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if (!m_material || m_material->type() == borderlessMaterialType()) {
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auto newMaterial = createBorderMaterial();
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newMaterial->shaderType = m_shaderType;
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setMaterial(newMaterial);
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m_material = newMaterial;
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m_rect = QRectF{};
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markDirty(QSGNode::DirtyMaterial);
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}
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} else {
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if (!m_material || m_material->type() == borderMaterialType()) {
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auto newMaterial = createBorderlessMaterial();
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newMaterial->shaderType = m_shaderType;
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setMaterial(newMaterial);
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m_material = newMaterial;
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m_rect = QRectF{};
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markDirty(QSGNode::DirtyMaterial);
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}
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}
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}
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void ShadowedRectangleNode::setRect(const QRectF& rect)
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{
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if (rect == m_rect) {
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return;
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}
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m_rect = rect;
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QVector2D newAspect{1.0, 1.0};
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if (m_rect.width() >= m_rect.height()) {
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newAspect.setX(m_rect.width() / m_rect.height());
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} else {
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newAspect.setY(m_rect.height() / m_rect.width());
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}
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if (m_material->aspect != newAspect) {
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m_material->aspect = newAspect;
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markDirty(QSGNode::DirtyMaterial);
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m_aspect = newAspect;
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}
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}
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void ShadowedRectangleNode::setSize(qreal size)
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{
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auto minDimension = std::min(m_rect.width(), m_rect.height());
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float uniformSize = (size / minDimension) * 2.0;
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if (!qFuzzyCompare(m_material->size, uniformSize)) {
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m_material->size = uniformSize;
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markDirty(QSGNode::DirtyMaterial);
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m_size = size;
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}
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}
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void ShadowedRectangleNode::setRadius(const QVector4D &radius)
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{
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float minDimension = std::min(m_rect.width(), m_rect.height());
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auto uniformRadius = QVector4D{
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std::min(radius.x() * 2.0f / minDimension, 1.0f),
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std::min(radius.y() * 2.0f / minDimension, 1.0f),
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std::min(radius.z() * 2.0f / minDimension, 1.0f),
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std::min(radius.w() * 2.0f / minDimension, 1.0f)
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};
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if (m_material->radius != uniformRadius) {
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m_material->radius = uniformRadius;
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markDirty(QSGNode::DirtyMaterial);
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m_radius = radius;
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}
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}
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void ShadowedRectangleNode::setColor(const QColor &color)
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{
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auto premultiplied = premultiply(color);
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if (m_material->color != premultiplied) {
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m_material->color = premultiplied;
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markDirty(QSGNode::DirtyMaterial);
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}
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}
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void ShadowedRectangleNode::setShadowColor(const QColor& color)
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{
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auto premultiplied = premultiply(color);
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if (m_material->shadowColor != premultiplied) {
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m_material->shadowColor = premultiplied;
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markDirty(QSGNode::DirtyMaterial);
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}
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}
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void ShadowedRectangleNode::setOffset(const QVector2D& offset)
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{
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auto minDimension = std::min(m_rect.width(), m_rect.height());
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auto uniformOffset = offset / minDimension;
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if (m_material->offset != uniformOffset) {
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m_material->offset = uniformOffset;
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markDirty(QSGNode::DirtyMaterial);
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m_offset = offset;
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}
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}
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void ShadowedRectangleNode::setBorderWidth(qreal width)
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{
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if (m_material->type() != borderMaterialType()) {
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return;
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}
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auto minDimension = std::min(m_rect.width(), m_rect.height());
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float uniformBorderWidth = width / minDimension;
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auto borderMaterial = static_cast<ShadowedBorderRectangleMaterial*>(m_material);
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if (!qFuzzyCompare(borderMaterial->borderWidth, uniformBorderWidth)) {
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borderMaterial->borderWidth = uniformBorderWidth;
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markDirty(QSGNode::DirtyMaterial);
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m_borderWidth = width;
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}
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}
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void ShadowedRectangleNode::setBorderColor(const QColor& color)
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{
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if (m_material->type() != borderMaterialType()) {
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return;
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}
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auto borderMaterial = static_cast<ShadowedBorderRectangleMaterial*>(m_material);
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auto premultiplied = premultiply(color);
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if (borderMaterial->borderColor != premultiplied) {
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borderMaterial->borderColor = premultiplied;
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markDirty(QSGNode::DirtyMaterial);
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}
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}
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void ShadowedRectangleNode::setShaderType(ShadowedRectangleMaterial::ShaderType type)
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{
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m_shaderType = type;
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}
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void ShadowedRectangleNode::updateGeometry()
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{
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auto rect = m_rect;
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if (m_shaderType == ShadowedRectangleMaterial::ShaderType::Standard) {
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rect = rect.adjusted(-m_size * m_aspect.x(), -m_size * m_aspect.y(),
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m_size * m_aspect.x(), m_size * m_aspect.y());
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auto offsetLength = m_offset.length();
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rect = rect.adjusted(-offsetLength * m_aspect.x(), -offsetLength * m_aspect.y(),
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offsetLength * m_aspect.x(), offsetLength * m_aspect.y());
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}
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QSGGeometry::updateTexturedRectGeometry(m_geometry, rect, QRectF{0.0, 0.0, 1.0, 1.0});
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markDirty(QSGNode::DirtyGeometry);
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}
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ShadowedRectangleMaterial *ShadowedRectangleNode::createBorderlessMaterial()
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{
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return new ShadowedRectangleMaterial{};
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}
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ShadowedBorderRectangleMaterial *ShadowedRectangleNode::createBorderMaterial()
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{
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return new ShadowedBorderRectangleMaterial{};
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}
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QSGMaterialType *ShadowedRectangleNode::borderlessMaterialType()
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{
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return &ShadowedRectangleMaterial::staticType;
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}
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QSGMaterialType *ShadowedRectangleNode::borderMaterialType()
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{
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return &ShadowedBorderRectangleMaterial::staticType;
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}
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